Gameplay Overview

Normals

st. A (-1F): Meitenkun throws out a soft looking swipe. Can be used to stop incoming hops at a close range. Is Super (MAX) and Climax cancel-able only.

st. B (-1F): This very quick sliding toe kick hits low & can't chain or cancel into anything. It also moves Meitenkun forward a bit.

st. C (-6F): A very strong & fast pillow swing. Covers a great horizontal distance, & is special, whiff, and command cancel-able.

st. D (1F): This side kick has very brief lower body invincible during the start, moves Meitenkun forward, & can be used as an preemptive anti-air. Is Super (MAX) and Climax cancel-able only.

Close

cl. A (+2F): A cancel-able elbow that can be chain into cr. A, cr. B & st. B.

cl. B (0F): This kick aimed at the opponent's mid-section is cancel-able.

cl. C (-4F): Meitenkun hugs his pillow while delivering a fierce headbutt that is cancel-able.

cl. D (-8F): This cancel-able heavy kick deals more damage than cl. C & can be used to stop opponents from jumping over you.

Crouching

cr. A (+2F): This decently ranged crouching light punch can be chained easily into cr. A, cr. B, st. B, and cl. B. It is cancel-able and strangely whiff cancel-able as well.

cr. B (+1F): This crouching kick doesn't slide against the ground like most crouching light kicks but has decent range & speed. Can be easily chained into cr. A, cl. B, cl. A, st. A, st. B and is special cancel-able. Hits low.

cr. C (-6F): Meitenkun sweeps the opponent with his pillow. Great range, decent speed & is special cancel-able. Hits low and it can be whiff canceled as well.

cr. D (-2F): This crouching heavy kick can be used as an anti-air at a close to mid-range. It can be canceled into Specials (MAX) and Climax.

Jumping

j. A: This jumping punch has a downward angle that can used as a jump-in attack, and is special cancel-able.

j. B: A horizontal kick that can be used in air-to-air situations. Can be low profiled by very low sweeps and crouching light kicks if timed improperly. Special cancel-able.

j. C: Can be used either in air-to-air situations or air-to-ground if performed low to the ground.

j. D: This jumping heavy kick is almost similar to jumping C in range and applicable use.

Blowback

st. CD: Meitenkun flips his pillow quickly, catches it, then horizontally thrusts it at the opponent. Great range, speed & is whiff cancel-able.

j. CD: Meitenkun curls up into a ball while in the air. Great air-to-air attack and now a great air-to-ground attack as well.

Throws

Feint Makura - (b/f+C) close

Meitenkun toss the opponent his pillow, then drop kicks them. The opponent lands at the corner of the screen.

Can be broken

Soft knockdown

Makura Bomb - (b/f+D) close

Meitenkun grabs the opponent's head, then flips over them, knocking them down.

Can be broken

Hard knockdown

Command Moves

Nezou Rangeki - (f+B)

Meitenkun falls backward, to kick the opponent.

Used during combos after cl. C, or cl. D and fast enough to combo off light attacks as well.

Hits overhead by itself

Special Moves

Makura Nage - (qcb + A/C)

Meitenkun throws a slow illuminated pillow at the opponent. If his DLC costume is selected, he throws a cat instead named Mittenkun and it meows as it’s thrown. It also meows when you win.

(A) version travels horizontally (+1F)

(C) version travels upward, diagonally at a 45 degree angle (+1F)

The slow movement of the projectile for both angles makes it a very useful neutral zoning tool.

Is Super Cancel-able

EX: A very fast horizontal pillow that negates fireballs, and puts the opponent in a juggle state if hit (0F).

Sen-Siss Hou - (charge briefly back, then forward+A/C)

Meitenkun lunges forward with a fierce thrust punch. Has good start-up speed but has no invincibility. Once he’s lunging he’s invulnerable to low ground projectiles (-7F).

This move has 3 levels depending on how long you charge back. First level is the quickest charge that travels half-screen distance & does 70 damage. The second level is about a 1 second charge that travels at a 3/4th screen distance and does 85 damage. The longest charge is around 2 seconds where Meitenkun don't travel full-screen but lands directly next to the opponent if they are separated screen corner to corner & does 100 damage.

Soft knockdown

Is Super Cancel-able

EX: Much faster start-up, uses the level 1 charge time, safer on block, much larger hit box puts the opponent in a juggle state (-7F). IT does 3 hits for a total of 100 damage and once he’s lunging he’s now full projectile invulnerable.

Sen-Siss Hou (Follow Up) - (A/C)

This punch follow-up knocks the opponent away a fair amount from Meitenkun. Not safe on block (-14F) but has a good amount of push-back away from the opponent. Some characters can easily punish this follow-up and others have more trouble.

Is Super Cancel-able

Ex version is a hard knockdown and regular versions are soft knockdowns.

Geki Hou - (charge briefly down, then up+A/C)

Energy briefly surrounds Meitenken while he stands up straight.

Has three levels depending on charge time. Level 1 is the quickest charge time of around half a second: has very little invincibility, but has fast start-up & does 80 damage (-16F). Level 2 is a 1 second charge time: has noticeably more invincibility especially after he’s fully standing making it a decent reversal, & more range (-15F). Level 3 is an approximately 2 second charge, fully invincible on start up (-14F). All versions are unsafe on block

Can negate projectiles

Best used during combos or as strictly an anti-air at a close range.

Is Super Cancel-able

EX: More damage, more range (horizontally & vertically), faster start-up, puts the opponent in a juggle state (-8F).

Ressen Kyaku - (qcb + B/D) in the air

Meitenkun performs rapid lighting kicks in the air

The light kick (B) version does 3 hits (depending on jump height) and the kick will always follow the trajectory of the jump. The heavy kick version can do up to 6 hits, while braking Meitenken slightly in the air before moving towards the opponent. Both back dash versions hits 4 times.

EX: Faster start-up, travels similar to the heavy kick version but has a longer distance and does more damage and hits 4 times. Also puts the opponent in a juggle-able state which can be follow up with Sen-Siss Hou or Geki Hou.

Super Special Moves

Chou Geki Hou - (qcf, qcf + P)

Meitenkun jumps straight up in the air, then unleashes a quick, large burst of yellow energy around him (looks like a gold psych burst).

Best used as reversal. Has start-up invincibility until he explodes in the air.

Will actually sleep if you don’t press anything afterwards. Still very unsafe if you wake him up on block.

Easy to super cancel after landed hit Sen-Siss Hou follow up (charge back then forward + P, P) in the corner

Max: Faster start-up, higher damage, wider range, fully invincible

Will also sleep if you don’t press anything afterwards. Still very unsafe if you wake him up on block.